Difference between revisions of "SetNthHeadPart - ActorBase"

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== Notes ==
== Notes ==
Changes are only permanent for the Player, and are only updated after the game is saved & reloaded, or directly with QueueNiNodeUpdate().
Changes are permanent for the Player only, and are updated after the game is saved & reloaded, or by calling QueueNiNodeUpdate().
 
Changes to NPCs only last for a single session and are updated when the Player exits and re-enters the NPC's Cell; or by calling Actor.Disable() and Actor.Enable(); or by calling QueueNiNodeUpdate(). However, NPCs will be affected by the gray-face bug.


Changes on NPCs only last a single session, and are only updated when Player exit/re-enter NPC Cell, with Actor.Disable()/Actor.Enable() or directly with QueueNiNodeUpdate().
NPCs are though affected by the gray-face bug.
== See Also ==
== See Also ==
*[[ActorBase Script]]
*[[ActorBase Script]]
*[[GetNumHeadParts - ActorBase]]
*[[GetNumHeadParts - ActorBase]]
*[[GetNthHeadPart - ActorBase]]
*[[GetNthHeadPart - ActorBase]]

Latest revision as of 23:02, 24 October 2012

SKSE Member of: ActorBase Script

Changes the specified head part of this actor. (This function requires SKSE)

Syntax[edit | edit source]

Function SetNthHeadPart(HeadPart nHeadPart, Int slotPart) native

Parameters[edit | edit source]

  • nHeadPart : the new HeadPart for the ActorBase
  • slotPart : the Nth HeadPart to change

Return Value[edit | edit source]

None

Examples[edit | edit source]

; gives the Player Aerin hair & eyes
HeadPart AerinHair = Aerin.GetNthHeadPart(1)
Player.SetNthHeadPart(AerinHair, 5)
Player.SetNthHeadPart(Aerin.GetNthHeadPart(4), 3)

; gives the Player the Ysmir's beard 
if ( Player.GetNthHeadPart(6) != BeardList.GetAt(3) as HeadPart ) ; BeardList.GetAt(3) = YsmirBeard
     Player.SetNthHeadPart(BeardList.GetAt(3) as HeadPart, 6) 
endif

Notes[edit | edit source]

Changes are permanent for the Player only, and are updated after the game is saved & reloaded, or by calling QueueNiNodeUpdate().

Changes to NPCs only last for a single session and are updated when the Player exits and re-enters the NPC's Cell; or by calling Actor.Disable() and Actor.Enable(); or by calling QueueNiNodeUpdate(). However, NPCs will be affected by the gray-face bug.

See Also[edit | edit source]